
${model3d}

uniform mat4 ece_LocalSkeletonMatrix[MaxSkeletonCount];
uniform vec4 ece_BoneIds;
uniform vec4 ece_Weights;
attribute vec4 ece_Vertex;
void main() {
	vec4 vertex = vec4(0, 0, 0, 1.0);
	vertex = model3dDepthTransform(
		ece_LocalSkeletonMatrix, ece_Weights, ece_BoneIds, ece_Vertex);
	gl_Position = ece_ModelViewProjectionMatrix * vertex;
}